Class RigidBody2D
A 2D physics body that is moved by a physics simulation.
- Inheritance
-
RigidBody2D
- Derived
Remarks
RigidBody2D implements full 2D physics. It cannot be controlled directly, instead, you must apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, rotation, react to collisions, and affect other physics bodies in its path.
The body's behavior can be adjusted via lock_rotation, freeze, and freeze_mode. By changing various properties of the object, such as mass, you can control how the physics simulation acts on it.
A rigid body will always maintain its shape and size, even when forces are applied to it. It is useful for objects that can be interacted with in an environment, such as a tree that can be knocked over or a stack of crates that can be pushed around.
If you need to override the default physics behavior, you can write a custom force integration function. See custom_integrator.
Note: Changing the 2D transform or linear_velocity of a RigidBody2D very often may lead to some unpredictable behaviors. If you need to directly affect the body, prefer RigidBody2D._integrate_forces as it allows you to directly access the physics state.
See Also
Properties
angular_damp
Damps the body's rotation. By default, the body will use the physics/2d/default_angular_damp setting or any value override set by an Area2D the body is in. Depending on angular_damp_mode, you can set angular_damp to be added to or to replace the body's damping value.
See physics/2d/default_angular_damp for more details about damping.
var angular_damp : float = 0.0
Property Value
Remarks
angular_damp_mode
Defines how angular_damp is applied. See DampMode for possible values.
var angular_damp_mode : int = 0
Property Value
Remarks
angular_velocity
The body's rotational velocity in radians per second.
var angular_velocity : float = 0.0
Property Value
Remarks
can_sleep
If true
, the body can enter sleep mode when there is no movement. See sleeping.
var can_sleep : bool = true
Property Value
Remarks
center_of_mass
The body's custom center of mass, relative to the body's origin position, when center_of_mass_mode is set to RigidBody2D.CENTER_OF_MASS_MODE_CUSTOM. This is the balanced point of the body, where applied forces only cause linear acceleration. Applying forces outside of the center of mass causes angular acceleration.
When center_of_mass_mode is set to RigidBody2D.CENTER_OF_MASS_MODE_AUTO (default value), the center of mass is automatically computed.
var center_of_mass : Vector2 = Vector2(0, 0)
Property Value
Remarks
center_of_mass_mode
Defines the way the body's center of mass is set. See CenterOfMassMode for possible values.
var center_of_mass_mode : int = 0
Property Value
Remarks
constant_force
The body's total constant positional forces applied during each physics update.
See RigidBody2D.add_constant_force and RigidBody2D.add_constant_central_force.
var constant_force : Vector2 = Vector2(0, 0)
Property Value
Remarks
constant_torque
The body's total constant rotational forces applied during each physics update.
See RigidBody2D.add_constant_torque.
var constant_torque : float = 0.0
Property Value
Remarks
contact_monitor
If true
, the RigidBody2D will emit signals when it collides with another body.
Note: By default the maximum contacts reported is set to 0, meaning nothing will be recorded, see max_contacts_reported.
var contact_monitor : bool = false
Property Value
Remarks
continuous_cd
Continuous collision detection mode.
Continuous collision detection tries to predict where a moving body will collide instead of moving it and correcting its movement after collision. Continuous collision detection is slower, but more precise and misses fewer collisions with small, fast-moving objects. Raycasting and shapecasting methods are available. See CCDMode for details.
var continuous_cd : int = 0
Property Value
Remarks
custom_integrator
If true
, the standard force integration (like gravity or damping) will be disabled for this body. Other than collision response, the body will only move as determined by the RigidBody2D._integrate_forces method, if that virtual method is overridden.
Setting this property will call the method PhysicsServer2D.body_set_omit_force_integration internally.
var custom_integrator : bool = false
Property Value
Remarks
freeze
If true
, the body is frozen. Gravity and forces are not applied anymore.
See freeze_mode to set the body's behavior when frozen.
For a body that is always frozen, use StaticBody2D or AnimatableBody2D instead.
var freeze : bool = false
Property Value
Remarks
freeze_mode
The body's freeze mode. Can be used to set the body's behavior when freeze is enabled. See FreezeMode for possible values.
For a body that is always frozen, use StaticBody2D or AnimatableBody2D instead.
var freeze_mode : int = 0
Property Value
Remarks
gravity_scale
Multiplies the gravity applied to the body. The body's gravity is calculated from the physics/2d/default_gravity project setting and/or any additional gravity vector applied by Area2Ds.
var gravity_scale : float = 1.0
Property Value
Remarks
inertia
The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body. The moment of inertia is usually computed automatically from the mass and the shapes, but this property allows you to set a custom value.
If set to 0
, inertia is automatically computed (default value).
Note: This value does not change when inertia is automatically computed. Use PhysicsServer2D to get the computed inertia.
var inertia : float = 0.0
Property Value
Remarks
linear_damp
Damps the body's movement. By default, the body will use the physics/2d/default_linear_damp setting or any value override set by an Area2D the body is in. Depending on linear_damp_mode, you can set linear_damp to be added to or to replace the body's damping value.
See physics/2d/default_linear_damp for more details about damping.
var linear_damp : float = 0.0
Property Value
Remarks
linear_damp_mode
Defines how linear_damp is applied. See DampMode for possible values.
var linear_damp_mode : int = 0
Property Value
Remarks
linear_velocity
The body's linear velocity in pixels per second. Can be used sporadically, but don't set this every frame, because physics may run in another thread and runs at a different granularity. Use RigidBody2D._integrate_forces as your process loop for precise control of the body state.
var linear_velocity : Vector2 = Vector2(0, 0)
Property Value
Remarks
lock_rotation
If true
, the body cannot rotate. Gravity and forces only apply linear movement.
var lock_rotation : bool = false
Property Value
Remarks
mass
The body's mass.
var mass : float = 1.0
Property Value
Remarks
max_contacts_reported
The maximum number of contacts that will be recorded. Requires a value greater than 0 and contact_monitor to be set to true
to start to register contacts. Use get_contact_count to retrieve the count or get_colliding_bodies to retrieve bodies that have been collided with.
Note: The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end), and collisions between parallel faces will result in four contacts (one at each corner).
var max_contacts_reported : int = 0
Property Value
Remarks
physics_material_override
The physics material override for the body.
If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.
var physics_material_override : PhysicsMaterial
Property Value
Remarks
- void set_physics_material_override(PhysicsMaterial value)
- PhysicsMaterial get_physics_material_override
sleeping
If true
, the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the RigidBody2D.apply_impulse or RigidBody2D.apply_force methods.
var sleeping : bool = false
Property Value
Remarks
Methods
_integrate_forces(PhysicsDirectBodyState2D)
Qualifiers: virtual
Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default, it is called before the standard force integration, but the custom_integrator property allows you to disable the standard force integration and do fully custom force integration for a body.
void _integrate_forces(PhysicsDirectBodyState2D state)
Parameters
state
PhysicsDirectBodyState2D
add_constant_central_force(Vector2)
Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with constant_force = Vector2(0, 0)
.
This is equivalent to using RigidBody2D.add_constant_force at the body's center of mass.
void add_constant_central_force(Vector2 force)
Parameters
force
Vector2
add_constant_force(Vector2, Vector2)
Adds a constant positioned force to the body that keeps being applied over time until cleared with constant_force = Vector2(0, 0)
.
position
is the offset from the body origin in global coordinates.
void add_constant_force(Vector2 force, Vector2 position)
Parameters
add_constant_torque(float)
Adds a constant rotational force without affecting position that keeps being applied over time until cleared with constant_torque = 0
.
void add_constant_torque(float torque)
Parameters
torque
float
apply_central_force(Vector2)
Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.
This is equivalent to using RigidBody2D.apply_force at the body's center of mass.
void apply_central_force(Vector2 force)
Parameters
force
Vector2
apply_central_impulse(Vector2)
Applies a directional impulse without affecting rotation.
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
This is equivalent to using RigidBody2D.apply_impulse at the body's center of mass.
void apply_central_impulse(Vector2 impulse)
Parameters
impulse
Vector2
apply_force(Vector2, Vector2)
Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.
position
is the offset from the body origin in global coordinates.
void apply_force(Vector2 force, Vector2 position)
Parameters
apply_impulse(Vector2, Vector2)
Applies a positioned impulse to the body.
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
position
is the offset from the body origin in global coordinates.
void apply_impulse(Vector2 impulse, Vector2 position)
Parameters
apply_torque(float)
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
Note: inertia is required for this to work. To have inertia, an active CollisionShape2D must be a child of the node, or you can manually set inertia.
void apply_torque(float torque)
Parameters
torque
float
apply_torque_impulse(float)
Applies a rotational impulse to the body without affecting the position.
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
Note: inertia is required for this to work. To have inertia, an active CollisionShape2D must be a child of the node, or you can manually set inertia.
void apply_torque_impulse(float torque)
Parameters
torque
float
get_colliding_bodies
Qualifiers: const
Returns a list of the bodies colliding with this one. Requires contact_monitor to be set to true
and max_contacts_reported to be set high enough to detect all the collisions.
Note: The result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead.
Node2D[] get_colliding_bodies
get_contact_count
Qualifiers: const
Returns the number of contacts this body has with other bodies. By default, this returns 0 unless bodies are configured to monitor contacts (see contact_monitor).
Note: To retrieve the colliding bodies, use get_colliding_bodies.
int get_contact_count
set_axis_velocity(Vector2)
Sets the body's velocity on the given axis. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.
void set_axis_velocity(Vector2 axis_velocity)
Parameters
axis_velocity
Vector2
Events
body_entered(Node)
Emitted when a collision with another PhysicsBody2D or TileMap occurs. Requires contact_monitor to be set to true
and max_contacts_reported to be set high enough to detect all the collisions. TileMaps are detected if the TileSet has Collision Shape2Ds.
body
the Node, if it exists in the tree, of the other PhysicsBody2D or TileMap.
signal body_entered(Node body)
Parameters
body
Node
body_exited(Node)
Emitted when the collision with another PhysicsBody2D or TileMap ends. Requires contact_monitor to be set to true
and max_contacts_reported to be set high enough to detect all the collisions. TileMaps are detected if the TileSet has Collision Shape2Ds.
body
the Node, if it exists in the tree, of the other PhysicsBody2D or TileMap.
signal body_exited(Node body)
Parameters
body
Node
body_shape_entered(RID, Node, int, int)
Emitted when one of this RigidBody2D's Shape2Ds collides with another PhysicsBody2D or TileMap's Shape2Ds. Requires contact_monitor to be set to true
and max_contacts_reported to be set high enough to detect all the collisions. TileMaps are detected if the TileSet has Collision Shape2Ds.
body_rid
the RID of the other PhysicsBody2D or TileSet's CollisionObject2D used by the PhysicsServer2D.
body
the Node, if it exists in the tree, of the other PhysicsBody2D or TileMap.
body_shape_index
the index of the Shape2D of the other PhysicsBody2D or TileMap used by the PhysicsServer2D. Get the CollisionShape2D node with body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))
.
local_shape_index
the index of the Shape2D of this RigidBody2D used by the PhysicsServer2D. Get the CollisionShape2D node with self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))
.
signal body_shape_entered(RID body_rid, Node body, int body_shape_index, int local_shape_index)
Parameters
body_shape_exited(RID, Node, int, int)
Emitted when the collision between one of this RigidBody2D's Shape2Ds and another PhysicsBody2D or TileMap's Shape2Ds ends. Requires contact_monitor to be set to true
and max_contacts_reported to be set high enough to detect all the collisions. TileMaps are detected if the TileSet has Collision Shape2Ds.
body_rid
the RID of the other PhysicsBody2D or TileSet's CollisionObject2D used by the PhysicsServer2D.
body
the Node, if it exists in the tree, of the other PhysicsBody2D or TileMap.
body_shape_index
the index of the Shape2D of the other PhysicsBody2D or TileMap used by the PhysicsServer2D. Get the CollisionShape2D node with body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))
.
local_shape_index
the index of the Shape2D of this RigidBody2D used by the PhysicsServer2D. Get the CollisionShape2D node with self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))
.
signal body_shape_exited(RID body_rid, Node body, int body_shape_index, int local_shape_index)
Parameters
sleeping_state_changed
Emitted when the physics engine changes the body's sleeping state.
Note: Changing the value sleeping will not trigger this signal. It is only emitted if the sleeping state is changed by the physics engine or emit_signal("sleeping_state_changed")
is used.
signal sleeping_state_changed